[MOD] Improved Interior Lighting

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King of Worms
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Joined: Mon Oct 17, 2016 11:18 pm
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Re: [MOD] Improved Interior Lighting

Post by King of Worms » Wed Aug 14, 2019 6:50 pm

Ill add up to the praises, its really nice mod, I like it.

The handheld torch light changes things a lot, I might experiment with the colors to match em to my prefference, but since this option is included, its all just great!

Ive added it to the recomended mods for a DREAM

Thank you!

Mummelpuffin
Posts: 3
Joined: Sat Aug 17, 2019 4:35 am

Re: [MOD] Improved Interior Lighting

Post by Mummelpuffin » Sat Aug 17, 2019 4:51 am

This looks beautiful, but I have two little issues / questions.

The light in the next hallway should not be present. It only appears when I'm positioned within a lit area, it's brightness is directly tied to the brightness of where I'm standing. This seems like a pretty global thing. Might be hard to see without expanding the image.
Daggerfall.png
Daggerfall.png (377.5 KiB) Viewed 223 times

Vanilla for comparison.
DaggerfallVanilla.png
DaggerfallVanilla.png (254.62 KiB) Viewed 223 times

Admittedly this is probably only noticeable with ambient light down at zero, and I can just disable the mod in dungeons, so probably not a high priority thing if it's even fixable.

Also, just out of curiosity, why were flickering player torch lights considered a bug? Did the script just not work properly? It would be a perfect option when combined with item-based torchlight.

ShortBeard
Posts: 25
Joined: Tue Aug 06, 2019 1:10 pm

Re: [MOD] Improved Interior Lighting

Post by ShortBeard » Sat Aug 17, 2019 7:55 am

Mummelpuffin wrote:
Sat Aug 17, 2019 4:51 am
This looks beautiful, but I have two little issues / questions.
Also, just out of curiosity, why were flickering player torch lights considered a bug? Did the script just not work properly? It would be a perfect option when combined with item-based torchlight.
Hey, thanks a lot for pointing that out! I've tracked down the problem, but unfortunately I'm not sure if there's much I can do about it. Basically, because of either the Unity engine itself, or how the Daggerfall Meshes are combined, the light is leaking through from another nearby floor into that hallway - you can see the what's going on in this pic here:
LightingBug.png
LightingBug.png (510.3 KiB) Viewed 201 times

As for the player torch flickering - I originally intended to have it, but the way flickering code works is it fluctuates the intensity level of the light. The problem here is that the light intensity is already being used in calculations by Hazelnut's player torch implementation, and how it gutters and gets weaker the longer the player has their torch burning. Basically before I add any kind of flickering to the torch, I would need to first make sure it worked in harmony with Hazelnut's player torch and not mess with any of the intended intensity levels.

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